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  • redcore5
    Participant

    i have searched forums, videos and tried to get as much info as i could about running vorpx + pimax 4k but i am still confused.

    i use vorpx 17.2.3 and pimax – pisetup /piplay (whatever its called) v. 1.2.93.
    pimax is working well with steam/steam vr, piplay sees the headset – all is good.

    what i have a prob with is vorpx.
    1. i run steam – steam vr
    2. i run vorpx config. settings for pimax in general tab “steam vr htc vive”
    or should i go with oculus instead? i tried to set “generic vr headset” where i set the resolution to 2560×1440 and in “desktop monitors” i used “system settings” option. nothing worked.

    3. in “game settings optimizer” i used diablo 3 file – i hit optimize button.
    4. i startedn diablo 3 game, got “split screen” as in vr but on my 4k monitor only!
    all what i saw on pimax was just some gray generic grid. have no idea how to get it into pimax. btw i dont see pimax as a second monitor. dont even know if i should see it as a second monitor.

    any idea what am i doing wrong here?
    ————————————————–
    i tried to run world of warcraft on private server on pimax using vorpx.
    i duplicated the profile in “local profiles” tab, linked exe file but when i hit “apply” button, no shortcut on my desktop was created. how to make one? what am i doing wrong?

    the only game so far i was able to play was minecraft.

    thank you in advance.
    rob.

    gpu – 1080 gtx, cpu i7 4ghz

    #168257
    Marquis
    Participant

    Hi Guys,
    i’m playing GRID RALLLY with OCULUS (Fine !)
    but i”ve jus a little problem.
    Whan i move the head left-right i have a delay on the scrren, very hard to ‘drive’ in curves.

    Any Idea ?
    regards
    Joe

    #166914

    In reply to: VR Racing Games

    Marquis
    Participant

    i think i’ll buy the IR Tracker, the problem is how to fix the Antenas on the Rift.
    Ho, Ralf, allow me a Question, is VORPX xtill full copatible with the Oculus Rift Consumer version ?

    And a very last one (not especialy for ralf) ;) … do you know wher i can find some tutorial setup for GRID 2 (or autosport) and DIRT3 ?

    i’ll have a big fternoon of testing ;)

    Thanks Guys
    regards

    #166715
    Yohaskan
    Participant

    It is possible that the numbers I give in percentage are inaccurate
    (that’s why I did not give figures in pixel) but that’s what I feel visually in VR. I can not measure it.

    In fact, if you raise the Image Zoom above 1.0, the red circle will actually be smaller, but we lose in visible image (especially in verticality)
    If i set Image Zoom to 0.90
    I can see the whole image vertical but in this case, it “adds a black band down (or an ambient blur) where the image stops. (Why not black band at the top, a decentration vertically )?

    To better test, or explain it would be necessary to make a VR application with a target and a grid.

    TerryRed
    Participant

    While technically possible the company behind Track IR unfortunately doesn’t allow their tracking API to be used by anything else than their own hardware.

    You should be able to use OpenTrack though which can map SteamVR input to TrackIR. While theoretically also affected by the same legal issues, its author apparently doesn’t care, which is quite bold considering how incredibly protective the Track IR company acts regarding patents and IP in general. Maybe he lives in China, Russia or some other country that doesn’t care – but that’s just a guess.

    You’ll probably have to use vorpX in SteamVR mode too to avoid conflicts.

    There may be a different, vorpX internal solution for at least some Codemasters games in the next vorpX version, but I can’t really promise that yet.

    Thank you for the quick response.

    I did try OpenTrack, and did get it working through Freetrack. I’ve used Freetrack for many years in my simpit, so I’m very familiar with it.

    I found I just need to have OpenTrack running first, then I run vorpx. I found as long as I have vorpx headtracking disabled for that game, (including gamepad headtracking) it can work fairly well together.

    I will still have to play around with FOV settings etc in Dirt 2,etc but it does work. Thank you!

    I can’t seem to get Grid AutoSport working natively with Oculus Rift however. (It did support Oculus Rift directly) Anyone havew any tips on getting that to work without using vorpx somehow?

    Look forward to future Codemasters possible solutions with vorpx. Thank you again for the quick reply.

    #127138
    finstern
    Participant

    A little step by step guide to use vorpX with a FOVE HMD

    So .. with FOVE VR HMD ..

    First .. preparation, you start here if you havn’t already visited this website : https://www.getfove.com/developers/
    Obviously, you need to be a registered member of the steamVR beta plugin so you register if you arn’t and hope they answer you fast, after what you will receive a steam key and be able to download the steamVR driver for FOVE.
    Of course you NEED the FOVE Setup, that’s the base driver and application needed for your HMD to work.
    I will leave it to you to make it work, first initialisation and configuration for the Fove and later for the steamVR .. yada yada it’s on your hands.
    Just know that for this “thing” to work, you need it to be aknowledged by your windows OS, so you go to your screen parameters and launch detection.. eventually it will find something but will not recognize it, damn. So you extend your desktop to this display, and slap any resolution, unimportant for now.. apply. It’s important to have your main display + this other display wich is your FOVE in this curent beta stage (microsoft have not received official drivers already).

    Second .. well, vorpX installed and ready to go, you don’t say ? >_>
    Nothing special here, you need to buy, download, install, activate, it’s done.
    Just know that for now, as stated by Ralf himself, it don’t work in a multi screen configuration so you have to shut down your dual or triple screen if you have one like me, only keep your main screen + Fove turned on.

    Third : those are the steps I found out to work, to start a game (here “Warhammer : Vermintide”) from Steam with SteamVR + vorpX

    A _ You Start the FOVE VR, you must STOP the FOVE compositor (disable autostar compositor) but the runtime must be started. It should show you a little info windows like that :
    Fove monitor

    B _ You Start SteamVR (clic the icon VR in your steam window : steamVR icon ) it should start the SteamVR monitor and you should be able to see the “grid room” in your FOVE HMD (+ your infrared camera should power on with a green led shown).

    SteamVR Monitor

    If it’s not and it tell you the compositor is unavaiable or whatever..

    SteamVR gone wrong

    I would suggest closing SteamVR in your detailed task manager, kill those process mercilessly (here, shown on a french windows 10, but you should find it on win8 or 7 too)
    taskmanager

    Then Restart SteamVR. It should initialize correctly this time.

    C _ This is the time to start vorpX, so .. well start it. At this point, it would work like any HTC Vive, vorpX don’t care at all. Remember to unset the built in audio device as the FOVE don’t have any, and set the “enable head tracking” for a real experience in your game.
    vorpX config

    D _ At this point as I said above, you just follow vorpX setup, it’s identical to a Vive

    Select HTC Vive device

    Then you start your game, it will warn you that the game isn’t VR ready, you don’t care and clic OK anyway, vorpX is here to change this little problem (here the warning is in french, but you will get the same in english or whatever your language, just clic ok).

    VR not ready warning

    If everything is ok, you will wait for various loading then your game will finally show in your HMD.

    I would suggest to change in-game key bindings as some key are common shortcut in most game and you will actually NEED it to configure your render in game, but that’s something only you can select. I would suggest getting rid of stereoscopic 3D view for a long gaming session but you can fine tune it in game, just follow the vorpX instructions.

    I hope this little guide help people using a Fove VR HMD, it worked for me so it’s perfectly compatible.

    #126469
    Anonymous
    Inactive

    Hi Ralf… Could it be possible to use Opentrack with Vorpx in extended mode?? Pimax 4K works in 2K resolution only in extended mode but no headtracking, the headtracking works in extended mode only with Opentrack

    This sounds like a nonsense for me.

    The problem with Pimax 4K and Steam VR (as Vive) is the resolution…it is not good. Thats why we like to use Pimax 4K in extended mode with Vorpx.

    I’m a pimax user and i have no idea what problems do you have with the resolution, since pimax offers 2k resolution and less pixel grid, which is much better compared to oculus or vive.

    If you still not happy with the resolution – you should use steamvr supersampling.

    How to Sharpen Your HTC Vive’s Visuals with Supersampling

    henas0
    Participant

    i there weve just got psvr working on steam with head tracking.
    was woundering if your software suports the psvr on pc just avid pc gamer and didnt fancy the hefty price tag of oculas or vive plus my 2 kids play ps4 so made total sence
    now can have best of both just my old games grid, grid 2 ,grid autosport dirt 2 and 3 , i fancy playing in vr if you could let me know would be great
    thanks for support

    #123268

    In reply to: Witcher 3 support?

    BuckleBean
    Participant

    I’ve the steam copy of the game but I created the shortcut as advised and its still not working. The best I’ve been able to get working is a blank monitor with the sound coming through the rift. The rift screen just displays the text “Sorry, witcher3.exe is taking a while to load. If this issue persists, please take off your headset and check the app on your computer.” The text appears in the white grid room of the rift software.

    I’ve got this exact same problem.

    #110777
    killerhair
    Participant

    Hi All,
    A few people have mentioned that the head tracking feels like it snapping to a grid. That’s exactly the issue I am having. I am using oculus CV1 and with the rfactor 1,2 graphic engines. The slightest of head movement easily confirms that the image has the appearance of snapping to a grid. This is not a FPS issue. It really seems like a low mouse DPI problem.

    My Question:

    VORPX uses mouse emulation and my mouse is a standard mouse/standard driver and has no DPI adjustments. If I was to buy a hi-resolution gaming mouse with adjustable DPI settings would VORPX use these settings/driver?

    Thanks much!

    #110760
    TheIronWolf
    Participant

    Hi – Firstly, really happy with vorpx – my experience exceeds what I expected, so keep up the great job!

    I’ve got couple of questions/requests:

    * Tracking losing center. I have to ‘zero free look’ periodically, any hints how to fix this? Nothing I tried helps so far.

    * In rF2, headtracking feels stepped/low resolution, like it is hitting some grid. I don’t think it is game settings, and mouse tracking is smooth. Any hints on how to improve smoothness of tracking? I hope vorpx devs can revisit the game to see if tracking can be smoothed a bit.

    * Would be nice if zoom above 1.0 would be allowed – otherwise, I can see bottom border.

    I know that this is not the most popular game out there, and things will be looked at in priority order, but wanted to bring this to devs’ attention. Thanks!

    #110668
    Ralf
    Keymaster

    GPU and CPU having to wait for each other at several occasions is the main reason for both not being fully used. The frame rate drop you see is too extreme though. Typically you should expect 50-60% for geometry 3d rendering and then another 15-20% for the direct mode thread rendering/syncing. In your 120fps mono example that should yield something around 40fps (120*0.4*0.8) worst case.

    If you experience something dramatically worse with a modded Skyrim, please try an unmodded game without any .ini tweaks besides the ones the vorpX game optimizer applies. Also do not use the “Ultra” quality setting. Try “High” or even “Medium”.

    DirectX (especially DX9) can only handle a certain amount of draw calls efficiently. Skyrim itself already uses many of those, stereo rendering doubles them and the “Ultra” quality setting, mods or popular quality enhancing .ini tweaks (uGridsToLoad etc.) may finally be too much in some areas of the game with much geometry to render.

    Also check for any hi-res texture packs you may use and get rid of them. Those might not get disabled by disabling mods. Since vorpX requires a fair amount of additional GPU memory, hi-res textures can cause a severe performance drop on anything but the latest high end graphics cards if textures have to be swapped in and out of the GPU each frame.

    #110463
    Fredthehound
    Participant

    OK folks, here’s the deal on ENBoost. It works. It’s stable. It does a couple strange things like flashing out to the ‘grid room’ and back on rare occasion for no reason I can yet determine. And it helped me get a majority of 45FPS at 1920×1440…but I had to back off some things to get there. However, the increased rez helps a lot.

    First, Upscaling had to come down to 1.2. AA and Anio set at x4 and x8 respectively. Ambient occlusion off.

    I had tried upping my 4790K to 4.8Ghz which helped very noticeably, but it became unstable and BSOD/clock errored so back to 4.7. As I am currently on a single 110mm AIO cooler that has thusfar been a champ, the 10 deg jump wasn’t shocking getting this close to the edge…but there is no way to up the voltage to try stabilizing 4.8 and keep it cool enough as is. A 240mm rad might be enough to do it with good fans or push/pull/both.

    It seems the key to smoothness is keeping that GPU clock stable at all costs. So Liquid cooling will be in my future whether or not it helps ultimate top speed.

    As for ENBoost…
    http://enbdev.com/mod_tesskyrim_v0308.htm

    Instructions that work in VorpX
    http://wiki.step-project.com/ENBoost

    ENBlocal.ini file setting tweaks I have made
    Note that VRAM settings graphics card VRAM dependent. Some settings go against the STEP recommendations but work for me in this setup. YMMV.

    [PROXY]
    EnableProxyLibrary=false
    InitProxyFunctions=true
    ProxyLibrary=other_d3d9.dll

    [GLOBAL]
    UsePatchSpeedhackWithoutGraphics=true
    UseDefferedRendering=false
    IgnoreCreationKit=true

    [PERFORMANCE]
    SpeedHack=true
    EnableOcclusionCulling=true

    [MEMORY]
    ExpandSystemMemoryX64=true
    ReduceSystemMemoryUsage=true
    DisableDriverMemoryManager=false
    DisablePreloadToVRAM=false
    EnableUnsafeMemoryHacks=false
    ReservedMemorySizeMb=256
    VideoMemorySizeMb=12288
    EnableCompression=false
    AutodetectVideoMemorySize=false

    [THREADS]
    DataSyncMode=3
    PriorityMode=2
    EnableUnsafeFixes=false

    [MULTIHEAD]
    ForceVideoAdapterIndex=false
    VideoAdapterIndex=0

    [WINDOW]
    ForceBorderless=true
    ForceBorderlessFullscreen=true

    [ENGINE]
    ForceAnisotropicFiltering=false
    MaxAnisotropy=16
    ForceLodBias=false
    LodBias=0.0
    AddDisplaySuperSamplingResolutions=false
    EnableVSync=false
    VSyncSkipNumFrames=0

    [LIMITER]
    WaitBusyRenderer=false
    EnableFPSLimit=false
    FPSLimit=10.0

    [INPUT]
    //shift
    KeyCombination=16
    //f12
    KeyUseEffect=123
    //home
    KeyFPSLimit=36
    //num / 106
    KeyShowFPS=106
    //print screen
    KeyScreenshot=44
    //enter
    KeyEditor=13
    //f4
    KeyFreeVRAM=115
    //B
    KeyBruteForce=66

    [ADAPTIVEQUALITY]
    Enable=false
    Quality=1
    DesiredFPS=20.0

    [ANTIALIASING]
    EnableEdgeAA=false
    EnableTemporalAA=false
    EnableSubPixelAA=false

    [FIX]
    FixGameBugs=true
    FixParallaxBugs=true
    FixParallaxTerrain=false
    FixAliasedTextures=true
    IgnoreInventory=true
    FixTintGamma=true
    RemoveBlur=false
    FixSubSurfaceScattering=true
    FixSkyReflection=true
    FixCursorVisibility=true
    FixLag=false

    [LONGEXPOSURE]
    EnableLongExposureMode=false
    Time=1.0
    BlendMax=0.0

    —————————

    The higher supersampling settings/AA/Ansio induce stuttering. Not 100% sure the definitive source of that as I am forcing AA/Ansio in the drivers, not skyrim and the CPU/GPU is still far from maxing out…at least as far as Afterburner is reporting. Could/likely be a CPU bind on I/O. VorpX itself shouldn’t really care one way or the other if I understand its functionality correctly. However, getting this far at all, and the level of improvement so far are about 1000 times more that I think anyone could have imagined anyway.

    #110312
    Fredthehound
    Participant

    OK, back to the madness.

    If you have played any of the Bethesda games, you are familiar with ‘pop-in’. Textures and objects suddenly appearing in the distance. It is distracting as hell and really takes you out of the immersion. The only way we had for a long time to minimize it was max out draw distances but it really didn’t help much.

    Then came the Ugrids to load ini tweaks that forced drawing to a larger area but was brutal on memory and cpu/GPU usage. Most computers simply crashed or ran unplayably.

    Finially, a modder going by ‘Sheson’ created DybDOLOD, a near miracle. In a nutshell, it dynamically loads resources/objects/trees/landscape etc. at far greater distances and resolutions than the stock game, and you can tailor it for the detail level you want without totally slaughtering your framerates.

    When standing on a very high cliff and looking down into Falkreath, the stock game gives at best, a very low rez image of the town and a few trees. Most of the detail of the landscape between is simply not there.

    When doing the same with DyndOLOD, you see it all. Or damn near all. It substitutes 2d images at the greater distances, called billboards, that transition into the actual 3D objects when you are in range. This is far easier on resources than Ugrids tweaking and almost eliminates pop in entirely.

    So aside from the obvious advantages, why is this beneficial to us in VR?

    Well, we already learned that the combo of Skyrim Flora Overhaul, High rez textures and ELFX will kill even a Titan’s framerate in VorpX. The main advantage of SFO is that in addition to straight beauty, it fills empty spaces with things. There is so much foliage in many areas that you simply cannot see that far and the stock load distances aren’t as big a problem as they may otherwise be.

    However with DynDOLOD, The barren areas in the distance are no longer barren. There are things there for you to see, even peripherally and that makes ALL the difference to how you perceive the world. It looks more natural, has massively reduced pop in and your framerates are not nearly hit as hard as SFO hits them even when you crank up it’s detail. But you don’t HAVE to max it out to see an enormous improvement. Low or Medium works spectacularly well.

    And whats better, you can now use improved versions of the stock resolution textures and still result in a net gain to the overall visual quality of the game. Which means better framerates.

    In playing with the Vivid Landscapes 512 BSA textures …
    http://www.nexusmods.com/skyrim/mods/49344/?

    …and DunDOLOD on Medium settings…
    http://www.nexusmods.com/skyrim/mods/59721/?

    …along with the ELFX lighting and weather mods, My framerates are bouncing on 45 the vast majority of the time and it is visually stunning to look at. You CAN see the loss of detail when you are looking for it. But in actually PLAYING the game instead of inspecting it, all you see is a vast improvement in visuals, responsiveness and framerate. In short, exactly the purpose of this exercise to begin with.

    It should be pointed out that DynDOLOD is not the simple ‘point and click one button’ install many mods are. This one takes a bit of work. On the page linked above, there are several tutorial videos that do a great job of hand holding.

    My first attempt was botched, but the second worked great. Once you do it a couple times and understand the process, it is actually pretty simple and within the ability of anyone remotely familiar with Windows. Don’t let it intimidate you. It is very, very worth the hour or so you’ll spend and Skyrim has never looked better.

    Up next: Final thoughts.

    #110210

    In reply to: Witcher 3 support?

    egone140
    Participant

    I’ve the steam copy of the game but I created the shortcut as advised and its still not working. The best I’ve been able to get working is a blank monitor with the sound coming through the rift. The rift screen just displays the text “Sorry, witcher3.exe is taking a while to load. If this issue persists, please take off your headset and check the app on your computer.” The text appears in the white grid room of the rift software.

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